Paul Griffiths

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About Paul Griffiths

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  1.   You got that because of the attitude you show towards the other posters. By all means, defend your work with evidence. But don't go round telling people to "Check the latest games man", "Sort it out man". Claiming you invented something when other people have seen something similar years ago is bound to be controversial, so try and discuss it calmly.   What is it with this forum and the moderators giving advice, like we need our hands held? If the moderators were so clever then they would be in the industry and not moderators of a poxy website. Thisf orum is a joke! should be called gamedivies.com See yea, would'nt waana be yea!
  2. Yea your right, it's fake height. Never thought of that, was getting carried away with the moment. Though could use terrain height map, but dunno on the triangle count wether it's worth it? But a combination of terrain height map and parallax mapping may work? Was only an idea. Use a reduced sized texture for the height map and full size texture for the parallax rendering. Might be ok? As for pray, it's easy rendering the the shadow both sides of the portal. Red and green may give you yellow but why is it clipped so sharply? Sill think heys trying to fake the colors of the spectrum. It still does not physically make sense, if you follow back to the light point it's right at the side very edge of the portal. Have a think about it. Does not follow the laws of light physics.
  3. Heres some code from my render engine, if you look, nothing but bloody portals. 2006 pray has not got this: http://pastebin.com/t8xJXsch If you read my code, I'm no fool! Folk, please be constructive and stop wasting my time. I got -60 reputation points today, not called for! I come here asking for info on physics, as it saves me the time investigating. So back to that, any decent particle physics tutorials about? If it's CPU then im using opengl GLM for vector math. If it's GPU, then yes it's opengl GLSL. I have no idea if my snow system is new as it seems such a simple idea, thou is quite simply clever. Could of been inventer 10-15 years ago whenever parallax  mapping was invented? A 1024 by 1024 texture can contain 34,359,738,368 snow flakes! At 1000 snow flakes a second would take a year to fill up! So yes can have seasons.
  4. Quake is pre-baked lighting & shadows. And I think pray is too? As for the red/green/blue spotlight spot light, I see no red/green/blue light within the portal. Heys faking the ideas of the colors of the spectrum, trying to be clever. If there real spotlights then why does it make no sense?   Honestly, someone said I should listen to you? Where is the yellow light coming from? Behind the wall?! I see ambient lighting inside the portal but ambient lighting would not cut so unrealistically sharply.
  5. I see your parallax is very accurate, but that's usually a performance / quality tradeoff, so what's the invention here? I'd be impressed if you could show a column standing out of the polygon, parallax mapping can't do that. You show two bitmaps you are using and then you say you can't manipulate textures at runtime. Why not? It is possible. You can use a compute shader to change the values of textures, so blend them, add snow and whatever you want.     Ok may be it is possible to do it that way, seems bit of an overkill though. And would hit performance quite a bit, as in my image above the texture would be quite large just to produce a repeated texture. As for the column standing out of the polygon, no can't do that but parallax is still quicker than a million polygons... The invention part is how I'm doing it, no compushader needed. But as all im recieving is grief, I won't be telling :D And yes it is accurate, could use Relief Parallax Mapping or something else but by the time I'm ready average graphics card will handle it. My GTX1050 handles is fine even with my prallax blending. And to be honest is not any noticabally slower than Relief Parallax Mapping. It's Parallax Occlusion Mapping the best of this page: http://sunandblackcat.com/tipFullView.php?topicid=28 as I'm using it to produce fake geometry thought is is worth the extra quality. Good though... Without parallax blending I find parallax mapping very boring, just 100's of bricks really.
  6. plus: equals: Notice the scaling, can't do that by  manipulating textures at runtime.
  7. No, Can't show the green light behind the portal as currently broken due to adding code to remove partially hidden portals, hidden by other portals, just one of many things that I have completed to achieve portals within portals. Give me a day or 2 and ill show it.
  8. This good enougth? :D Quick as that! Even see the shadow both sides of the portal. Can't show the green light behind the portal as currently broken due to adding code to remove partially hidden portals:
  9. Posted a video if this the last time already, but here is one more: https://www.youtube.com/watch?v=Da_r9O4lTfY Please don't say again this is fake because he uesd textures to show the world behind portals, it has nothing to do with lighting. Thinking you invented to change height of textures at runtime is a joke, really. If you are such a great inventor, why do you ask us noods for help? It's ok if you overestimate yourself due to initial enthusiasm - just try to hide that a bit from other people, especially grown ups ;)   Sorry thats faking it! light added to the portal, and the light in the main scene not effecting the scene within the portal. Try again mate. That's a texture applied portal with a light added behind the portal and clip planes(1 for each color of the fake color lighting) from the light to the sides of the portal. Even looks fake. As for a joke with my parallax mapping, show me proof it's been done before. I know about changing textures at runtime, mine is done with GLSL parallax code, and have not changed any textures.
  10. Was going to give out the code, don't think ill bother!
  11. May be you should read my posts more carefully, the game he shown is not gpu. As such not proper lighting. It's texture baked lighting and shadow. And a texture applied to the floor for the characters shadows(if even that) CPU'S back then could not achive proper lighting. Show me REAL PROOF of lighting and shadow going in and out of a portal and ill shut up.Heres mine: Also notice my technique for parallax height BLENDING, different from heighest parallax texture! Changing the height of a parallax texture is new, I'm clever too. Check the image below, notice the heighest of the parallax texture is not parallaxed, Thats because it's at the max texture height. . thats new too.
  12. No sand on top of stone!  Too clean and unrealistic. Are you sure about the portals mate? Whats the shadow on the ceiling? thats because of the cut from the texture applied tothe scene. No shadows going in or out the portal, just within. Wheres the light to? Don't look right! Sort it out man.
  13. No. Portals and "parallax mixing" already existed. When you asked if it was possible, I linked you to prior-art... Portal based rendering used to be really big in the 90's but has fallen out of favor recently.     If you want to implement your own particle systems that interact with your own object-space parallax maps, you're probably better off writing it from scratch in your own compute shaders. PhysX just uses compute-shaders internally, but is locked to NVidia GPUs for marketing reasons... You can just make a structured buffer to hold particle state, use a compute shader to update that buffer each frame by binding it as a RWStructuredBuffer -- e.g. add velocity to position, modify velocity, check for collisions using ray-tracing, etc... If a ray collision hits a triangle, compute the texture coordinate for the hit location, and then add some snow/water/etc to your weather map at that texture coordinate (e.g. by binding the weather map texture to the compute shader as a RWTexture2D so that you can do random-access writes to it).   Not true, portals are still used for speed to interconnect indoor to outdoor scenes, just that mine includes shadow and light which is a world first! Check the latest games man, before you post such comments. As for prior art their technique is heighest texture but not texture height blending so can't have sand ontop of stone, theres is stone on top as the stone is higher than the sand. Their stone looks too clean. Give me some credit for achieving parallax blending(new) and not max height.
  14. Need advice for creating great enviromental weather systems, snow flakes to snow, rain drops to puddles etc. Have created parallax mixing and because of this have invented a way of achieving weather systems. Heres a screenshot, as you can see the bricks are indented with a rectangle, this is made possible with parallax texture mapping mixing. Now, as a texture can contain height I thought that snow flakes falling can acumalate into snow. Just have to change a pixel or 2's color and the texture height will increase, instant snow.Probably need to do this on the GPU for best results. So, whats the lowdown on GPU particle physics? Can/should I use NVidia's PhysX or is there anything else I can use as also want other/AMD cards too. Will need to get the world space point of collision so can change the texture pixel the particle lands on. Any advice appreciated. I'm quite surprised no one has thought or implimented this as it seems such a simple idea. To be honist not sure of physX as not built for textures, so any tutorials or code for particle physics on the GPU or CPU? Thanks.